…and if you’d like to know a bit more you can check out our exclusive preview of the Kickstarter project we did a few weeks back explaining a bit more about the game.

You can check out the Mini How-to-Play above and if you want to give the game a go there is also a print & play option you can download from the Kickstarter page. The game is looking like a lot of fun and is doing the whole Cyberpunk thing very well indeed. Not to mention the miniatures are looking great.

I understand, that it might seem to simple at first – but one of the maingoals during the development was to create a simple system and provide fast-paced action. Also Cyntopia features a lot of optional rules and RPG-elements, so that everyone can add those for the needs of their group.

$125,000 target? They’d better crack a good 30-50% of that in the opening few days to get momentum and move into strectch goals before too long or it looks a dead duck. There’s been a spate of co-op board games recently.

You’re right about the 30-50% during the opening few days. The problem we face as independent developers is, that we have to set the goal higher than corporations, which just use kickstarter as a preorder / promotion platform.

Seems a bi too basic in some areas and too much of a faff in others. Rolling for movement seems a bit unnecessary imho. X+2D6 has the potential of being silly over/under powered. Also it seems as though there is a lot of ice rolling just to beat the GM, this just makes it feel rather hit or miss type of mechanic tbh. I would play some of those rules with young children in order to kep them doing something and feeling part of the story, adults may get tired of the total randomness lf events, a there is little strategy involved, at least in what was displayed on the video.

The game pieces and boards seem really nice though, so I think if people want items for their own games they should pick this up. Sadly, the gameplay lets it down though. Its more of a gamers toolbox than a game though, but thats just my opinion. Wish you the best of luck though and you have 40+ days left! That can make people just clik the “Remind Me” button, as I would hate watching a project for that long in all honesty. Does KS give a count of how many people lik th Remin Me button?

First of all, you’re right. With the material we’ve shown, only the coremechanics we’re interduced. The good thing about Cyntopia – at least if you listen to the different playtester – is, that it features a lot of optional rules and RPG-elements to choose from, so that you can fit the playstyle of your own group.

Cyntopia was created with the goal in mind to be playable within minutes and to feature enough content for RPG-fans to add deeper gamemechanics.

We’ll make a public testevent in a comic/gamestore in Hamburg and will upload the feedback and gameplay sessions from there, so that more information will be shown.

And thank you again for your wishes, in the near future, we see where Cyntopia will be. Also no, you don’t see how many people clicked on the “Remind Me”-button, just searched for it in our campaign dashboard.

Man i know is not part of the game… but you clearly nailed it with the music Well done.

I don’t like the fact that the player and gamemaster have the same lvl of dice maybe this just the case that it happens like this but the GM should always have a certain edge over the players and ways to make their plans fail. In any case i want to see more and i have a few friends that love cyberpunk as much as i do.

Actually Edgewalker vondrasky, there might be a chance you will get more of the music with the game, so keep an eye out.

Don’t worry as I’ve mentioned above, there will be more rules and gameplay elements revealed soon and you’ll see, that the GM has enough trumps up his sleeve to make the life of the Edgewalker harder and let their plans fail.

I’ve pledge a $ to keep an eye on this but as the others have said, the current shown rules are just too simple and combat does not reflect the users skill or weapon effect in any way, I would need to see more rules on these details before fully pledging. I like the die roll for moving, makes things less certain and love the mini’s and components..

First of great cyber-punk look, i see a little shadowrun inspiration there. ok same as above i think running mechanics could be better, let me tell you im a big fan of D10 system more than D6 cause they give you a lot more layers to work on. saying that i think characters with d6+x are far more trusty than 2d6+x, so you may wanna balance that first, tho other problem y see is that initiative has no modifiers so quicker characters can still be slower than your standard grunt? i also see you deal dmg automatically, that is a downer for me as most shooting games tend to add the shooting mechanic, dealing automatic damge cause you win initiative seems too simple, i see also no flanking or armor reduction modifiers making some characters truly useless in combat. to condensate all this i see moving mechanic far too complicated in comparison to dmg mechanic. I also love the idea that you get a to loot randomly but again without mechanics or modifiers this seems like hit and miss you win 50/50 while let’s say a character with the scavanger ability will get 1d6+2 to roll for looting and what about a hacker character? or a drone driver? this may seem to much shadow run but is like the clichés of cyber-punk so my advice is work on those shooting and other interactive mechanics instead on focusing on moving, to me auto-hit seem a bug turn off because some character will just end up being bullet sponges. I see your aiming to a fast phased easy game, but too easy and you will be missing a large portion of your demographic market, cause really older players tend to play more this games cause to be truthful they are the only ones that remember it.

In that case first of all thank you for the feedback and time you took. It might be a bold strategy, to hold back the advanced rules – but we also need enough content to add during the following six weeks – so let’s see, if it pays off.

We make sure to keep BoW updated too, so that you can check out the advanced rules too, which will be revealed soon.

The idea, as stated above, was to create a simple system for everyone to use and also give everyone the possibility to take advanced rules and fit the playstyle of the group.

I want to apologize for the short answer, currently I’m still at work and have to keep all pages updated at the same time – you’re feedback was noted and we’ll keep it in mind.